Achilles: Legends Untold

Achilles: Legends Untold

Feedback Request: Combat and Game Feel
Hey everyone!

Our goal with Early Access for Achilles: Legends Untold is to listen to our community and incorporate your feedback directly into the development of the game.

We’ve seen feedback related to the feeling of gameplay and combat. Specifically we’ve seen descriptors like ‘clunky’ and ‘janky’ being used. This is valuable feedback for us! We want to break this down further to better understand what elements of the gameplay/combat need improvement, and help us better focus development efforts on improving these specific elements.

What can we do specifically to improve the feeling of combat and controls of Achilles: Legends Untold? Please be as specific as possible to help us better target our development efforts. All constructive feedback and suggestions are welcome!

Thanks again to everyone that has taken the time to leave feedback, we really do appreciate it!
Legutóbb szerkesztette: Eric; 2022. jún. 7., 15:20
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3145/76 megjegyzés mutatása
sounds to me that the games market is starting to make games just for pro players and to hell with anyone else well if that's the case then it will backfire this is 2022 people and there is more and more people getting into games these days so it don't matter what type of games they are they should be making these games for everyone and putting in options or buttons for the people to chose and if they don't do that then they are biast.
After playing the recent update i can sadly say that combat has gotten less fun for me.The enemies are more focused and agressive which is good but it also makes it obvious that some mechanics need to be improved.For example after a timed block and counter Achilles is left vulnerable,unable to dodge or block for too long,which often results in losing half his hp to an enemy combo.I think the counter mechanic should be there to let you punish enemy attacks while fighting on the back foot and not just swing once and dodge,rinse,repeat untill all enemies are dead.Also sometimes i see strikes just passing through opponents without doing damage.In the current state combat just doesn't feel rewarding and most of the time it's easier to just swing and drink a bunch of hp potions after every combat instead of trying to fight with skill and to avoid being hit at all.
Boonz eredeti hozzászólása:
ƸӁƷ ♥Hot Lips♥ ƸӁƷ eredeti hozzászólása:

Hi
Sorry you did not like even 1 single suggestion i made in my comment i am not wishing to change the theme of the game as you put it most of my suggestions were options which the player can choose how hard he/she wishes to play the game such as Easy,Medium,Hard it's the players choice as not everyone is the same.

If the enemy are stronger to defeat due to a patch it is only fitting to increase the amount of health potions the player can hold so to still keep the game balanced it's only right to give every player a fair chance or people will start to not play the game any more.

Bare in mind with new players just starting this game the enemy must not be too strong to give a player a chance in the game.

it seems to me you wish to play this game on impossible odds to succeed in the game just remember not everyone wants to play games this way they just wish to play it to enjoy it that's why i suggested different choices of level play so it will be liked by everybody.

Enjoy your game as you like to play it

Veronika

You clearly don't understand the type of game in development here, or what the other guy was pointing out, and everything you just tried to "justify" makes you look even more stupid. The game is a SOULS-LIKE game, it's meant to be hard/difficult - "remember not everyone wants to play games this way they just wish to play it to enjoy it" - well let me tell you something, then don't buy these type of games! Learn to read a games description before buying. In every souls-like games, I see posts like these, it's so lame. Seriously - just play the game as intended or stop playing, there's no need what so ever for more health potions or a "kids-mode", then this game is not for you

It does not matter if Soul like or not. We are here to express mistakes, experience and wishes, whether you like it or not is not important here, besides, it is up to us whether we want to play the game as intended or according to your opinion. Just shut up when others express their opinion.
Eric eredeti hozzászólása:
Hey everyone!

Our goal with Early Access for Achilles: Legends Untold is to listen to our community and incorporate your feedback directly into the development of the game.

We’ve seen feedback related to the feeling of gameplay and combat. Specifically we’ve seen descriptors like ‘clunky’ and ‘janky’ being used. This is valuable feedback for us! We want to break this down further to better understand what elements of the gameplay/combat need improvement, and help us better focus development efforts on improving these specific elements.

What can we do specifically to improve the feeling of combat and controls of Achilles: Legends Untold? Please be as specific as possible to help us better target our development efforts. All constructive feedback and suggestions are welcome!

Thanks again to everyone that has taken the time to leave feedback, we really do appreciate it!


The whole ambush by the cultists needs alot of balancing and polishing
Was fluid till that point with decent balancing then bam cant get past that ambush thing
The problem i found is u get mobbed and they are all attacking at once boxing u in and all are doing hits which any hit cancels your attack out so u just die very quickly

Solution less enemies spawning in and they only have 2 at time attacking ya in a real combat situation you wouldnt have 10 guys all throwing swords at ya at once...one or two would engage the others would stand by or they would get in each others way....
The level could use some polishing too to make it more intesring and why the red fog across the ground of the cultist lair????this doesnt look right either there is no such thing as red fog and there is water ect stuff player cant even see due to this fog being every were...

I found a enemy too on the cultist map far right of map is sitting on ledge with board walkway getting to him and behind him is a break in the wall with a torch..this enemy is static model cant damage him and he just stands there doesnt react nothing...

Idea i have instead of a sun parked over the guys head which looks so outa place(not to mention any object he goes under like a low hangin bridge u can see it bad) ect how about a mythical lantern(design back story for it ect) he can find early on in game and can be equipped to his belt/or unequipped when outside that produces normal lantern lighting...this would look so much better in dark areas the ability to wield a torch off the wall or find them some times in look drops be perfect too...not to mention the lighting on the levels is really good why the illunition feature above players head is so outa place as it even illuminates when in bright lit areas...i was outside in sunny area and it got uber bright on ground around me...Lantern/Torch idea would solve this entirely and torch can also be used as dual wielded weapon as well to burn the enemies

Finishing moves on stuned enemies would be a nice addition with the ability to stun them were they stagger for short period and u can move in and finish them off if there health is low enough with a slow mo cinematic finishing move....this can be done too on the ogers were when there stuned they get down on one knee and player can get around behind them to execute one finishing move of climin on there back and stabin them through side of there head...if player is in front he can simply nail them right in the eye ball with fishing kill...

this could be universal meaning the type of finishing move depends on players position to enemy

in front ,behind or either side ...if you guys really want to make the combat stick out this would make it exactly that and more brutal fights too...
Legutóbb szerkesztette: Draconus; 2022. okt. 22., 18:25
In regards to the combat: On mouse and keyboard, I was impressed how well it already played for an early version of the game.

Some feedback then:
1) There seemed to be a tiny pause on dodge. I used the spacebar for dodge and run as a combo key (cool idea!) but i could not always get it to trigger the dodge instantly. especially in combat ( i had enough stamina) it did not always seem to be instant. Might just be me being weird, but also could be worth looking into.

2) I think it would be very nice to have more events where your swings and kicks and so forth feel a bit more like you are chaining them together, think assassins creed but a bit slower to give it more weight, which would suit this game a lot. In the game I saw that sometimes the standard attack combo auto-switches to a nearby enemy, that always felt super neat. Try to get more of that feeling into things like: combo into kick or heavy swing into dodge and then shield throw etc. - Without knowing how to do it, combat should feel like a smooth movement, with deliberations for new targets, but not a stop-animation thing like for example in Lost Ark, that felt odd. In comparison, Achilles already does it more to my liking!

3) I would like to invite you to watch a video of my live stream from the other week to get some more feedback https://www.twitch.tv/videos/1632145014 on controls - I tried mouse and keyboard ( my favourite) and the controller. So you can get hopefully sth. out of this

4) Feel free to get in touch if you need more specific feedback.

Was glad to get a glance at this, very promising game! Love the setting and the approach taken here.
Please make this game ultrawide compatible without having to modify the configuration files. You are almost there since there is only a problem of FOV and resetting the FOV after a cutscene
Legutóbb szerkesztette: Dochainsaw; 2023. febr. 2., 23:04
Ninjasan10 eredeti hozzászólása:
its funny how devs never read everything you write, i understand it was made this way what im asking is give us the option to turn this view off to put it in normal view so we can see the whole world lol.

Dude... You're asking about a fundamental core aspect of the entire game design to be changed to suit your personal preference. You could not possibly be more ignorant and selfish.

Isometric view is not "in the past", as you previously said. Plenty of great games use it. Hades, Darksiders Genesis, Synthetik, The Ascent, Ruiner.... and many, many more.

If you don't like it, you don't have to play it. There's plenty of soulslike games out there that will give you exactly what you are looking for. This dev team has a vision, and they are looking for feedback on the gameplay and mechanics, not about how you don't like it because of the viewing angle.

Either contribute to the discussion or move along and play something else. Isometric is one of my, and many other players', favourite views to play ARPGs.
im running a GTX 960 with 16 gigs of ram, can i still play this game? and will this game destroy my PC ?
my compliments, you have improved the clashes by increasing the difficulty, I don't understand why I started from level 4, even if I wasn't able to put any upgrades, however I would like to switch from one altar to another, obviously on those already foul-mouthed ' like Dark souls, but the game is more varied, more competitive. in terms of graphics, the textures of the environment should be improved especially if you use the 4K definition, otherwise it's very nice and varied, so very positive for me! clearly I understand that it is not yet the final version, so maybe everything I said, could be later implemented, anyway good!
So after the release of update 0.3.0 there are changes i liked and still some things that i think need to be improved and reworked.So,the things i liked are:
1. The addition of new enemies.
2. The new moveset with spears where Achilles uses more thrusting moves as spears are actually used in combat and not slashing with them like with a sword.
3. The graphics and performance improvements.
4. I feel like Achilles' attacks especially the heavy attacks seem faster than before.
5. The expanded enemy attack types.
Now,the things i think should be improved in future.
1. For some reason after you kill an enemy with any type of running attack the game doesn't automatically lock to the next enemy so you should lock again manually.
2. Even after i fully maxed the Endurance stat a dodge roll uses 1/3 of the full stamina bar which i think is too much in a fight with multiple opponents and ruins the flow of combat.
3. The timing and recovery time for the timed block skill.After you perform it Achilles remains vulnerable to enemy combos for too long unable to move or block and against multiple enemies results in being combo'd to death.Also i don't like that the window to perform the timed block is too large so you can do it even if you hold block before the enemy attack has even started and as i said sometimes you don't want to use it against multiple enemies.
4. Weapon stats i think need some improvement.What i mean is that a common weapon fully upgraded deals almost the same or even more damage than a mythic weapon but is a lot cheaper with less rare materials needed to upgrade with the mythic usually only having some skills like applying conditions like bleed etc. that don't deal that much extra damage anyway.
5. The negative conditions on our hero last for too long like for example if you don't have any antidote you have to spend like 4-5 health potions to survive the poison run its course.Also some enemies like spiders apply poison too fast even if you block them so you rely on dodges which spend a lot of stamina so a fight against 3 spiders is not a fun time for me,mostly trying to recover some stamina for a single strike before i have to dodge again.Makes these kinds of fights too long and not fun.
6. Also i noticed that the second strike of a light combo with the sword called Blade of Madness often passes through skeletons without dealing any damage.
7. I was also wondering why when i block a normal attack from a fodder enemy i still receive a bit of dmg even though my shield has 100% physical dmg reduction.Unless even the basic enemies deal additional dark or divine dmg which would be weird meaning every NPC in this game has a magical weapon.
Legutóbb szerkesztette: valentin.ivanov86; 2023. márc. 1., 1:56
First, english is not my native language, so sorry for what will come.
I just finished the "early access" and i have a few remarks/notes:
1) Looks good, i'll wait forward for the complete version (Game and story).
2) CAMERA : Please add a rotative camera and/or a zoom/dezoom feature (right stick?)
3) As mentioned before, the change of lock-on on ennemies could be improved
4) It seems to have time "latencies" some times during combat, could be fixed or improved too
5) I appreciate you added the "easy mode"
6) Maybe you could add more NPC to talk to ? (more side quests?)
7) I know it's not "souls-like" to ask this, but for some features could we have more explanations? Or à lexicon or library or something, (still didn't figure out how to open some special chests ^^)
Thanks to the devs the game looks promising. Can't wait for the final version to be released.
I Wanted to ask, I had read that after the patch once through the tutorial section of the introduction of the game that we would be able to use all the acquired souls to level up to similar level... This is not what happened to me at all. At first after updating I was actually the same level with my gear in tact as well.. Then after save and logging off I logged into the game in on a level 1 character all of the sudden with no gear and souls in a random part of the map with a ton of the map explored( I am not sure why this happened) I ended up having to make a new character which honestly sucked after getting into new game plus and putting that much time into leveling. I don't understand what happened with the system they put in place to give back souls after the tutorial and or if the problem was specified for my account alone or if it was a multiple account have issues sort of thing. I am not sure how to contact them with inquiries involving the issue either.
Apologies for posting this here, I had originally thought I had wrote my issues with losing characters progress of souls/level in the general questions pinned tab.
So,after the release of the new Spider Cave update i wanted to leave another review so here i am.First of all i want to congratulate the developers for their commitment and hard work in trying to fix any issues the game might have while giving us new content.I had fun exploring the new dungeon,but sadly it took less than 10 minutes to spot new bugs and issues introduced with the new update.
1.When the spiders leap into the air and disappear from view the white spot indicating that they are locked-on remains over them but the character isn't facing them so you have to lock-on to them again manually and sometimes you can target a different spider and now you have 2 spiders with the white symbol over them.This also occurs with deers where even after you stop targeting them they still have the lock-on symbol.
2.The poison cloud the spiders leave behind can build up your poison meter even though visually you stand outside the AoE zone. In some instances actually standing closer to the cloud does nothing and after you start to move away you get poisoned.
3.The spear skill called Thorns summons the thorns too randomly and often in a group of 4 or 5 enemies actually damages a single target at random making it useless as a crowd control as well as a single target skill.
4.The lock-on mechanic needs some major improvement.Too often in a group of enemies i try to target the archers who are not too far away so i can use a ranged skill or shield throw to neutralize them and the game insists on cycling the target lock through all melee fighters
over and over,while the archers are shooting arrows non stop.
5.Also,even though i like the new dismemberment animations i think it would be better if it's possible to limit them to weapons doing slashing attacks because it looks a bit unrealistic when stabbing an enemy's body with a spear and seeing his head or arm fall off.
Legutóbb szerkesztette: valentin.ivanov86; 2023. máj. 17., 23:36
Necrolophous[PL]  [Fejlesztő] 2023. máj. 17., 5:11 
valentin.ivanov86 eredeti hozzászólása:
So,after the release of the new Spider Cave update i wanted to leave another review so here i am.First of all i want to congratulate the developers for their commitment and hard work in trying to fix any issues the game might have while giving us new content.I had fun exploring the new dungeon,but sadly it took less than 10 minutes to spot new bugs and issues introduced with the new update.
1.When the spiders leap into the air and disappear from view the white spot indicating that they are locked-on remains over them but the character isn't facing them so you have to lock-on to them again manually and sometimes you can target a different spider and now you have 2 spiders with the white symbol over them.This also occurs with deers where even after you stop targeting them they still have the lock-on symbol.
2.The poison cloud the spiders leave behind can build up your poison meter even though visually you stand outside the AoE zone. In some instances actually standing closer to the cloud does nothing and after you start to move away you get poisoned.
3.The spear skill called Thorns summons the thorns too randomly and often in a group of 4 or 5 enemies actually damages a single target at random making it useless as a crowd control as well as a single target skill.
4.The lock-on mechanic needs some major improvement.Too often in a group of enemies i try to target the archers who are not too far away so i can use a ranged skill or shield throw to neutralize them and the game insists on cycling the target lock through all melee fighters
over and over,while the archers are shooting arrows non stop.
Thank you for your comment, we will investigate all issues.
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